贡萨加的宫殿:时间的建筑。一个交互式应用程序,用于发现曼图亚杜卡莱宫的建筑史

A. Adami, G. Baczynski, B. Bogoni, F. Bucci, L. Fregonese, C. Togliani, L. Taffurelli
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The different configurations of the Palazzo during the centuries are projected onto the plastic to let public understand immediately which building belongs to each historical period. The other communication tool that complements the plastic is the imagery. The images play an important role in the project as a form of projection; it enriches the information supplied by the plastic. In this project, we want to emphasize the extraordinary experience of the visitor to the discovery of the historical evolution of the building through a large projection on three walls. The visitor is surrounded in a virtual environment. In the center, there is the plastic and all images-movies are projected on the perimeter walls: they add details to the story of the historical development. The layout of the entire hall, the main entrance to the inside of the environment, wants to emphasize the exceptional nature of the experience and, at the same time, focus on the described elements. The third element that completes the communication project is the story-telling that implies the whole experience. Because the communication is effective, it has abandoned communication style of the documentary, embracing the metaphor of the story in the first person. Each visitor will feel guided in the visit by a well-built character and really identified. The figure chosen to accompany the discovery of the Doge's Palace draws directly to the history of Gonzagas. Rinaldo Bonacolsi, said Passerino, lord of Mantua, was killed in 1328 in a conspiracy organized by Cangrande della Scala and Luigi Corradi from Gonzaga. They latter becomes the lord of Mantua and Gonzaga will start the presence in the city. The Gonzaga have preserved the Passerino mummy in his palace, as a kind of good luck charm. The choice of Passerino as a guide allows you to tell the Palace by those who lived in life and as a “ghost”. 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The other communication tool that complements the plastic is the imagery. The images play an important role in the project as a form of projection; it enriches the information supplied by the plastic. In this project, we want to emphasize the extraordinary experience of the visitor to the discovery of the historical evolution of the building through a large projection on three walls. The visitor is surrounded in a virtual environment. In the center, there is the plastic and all images-movies are projected on the perimeter walls: they add details to the story of the historical development. The layout of the entire hall, the main entrance to the inside of the environment, wants to emphasize the exceptional nature of the experience and, at the same time, focus on the described elements. The third element that completes the communication project is the story-telling that implies the whole experience. 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引用次数: 1

摘要

曼图亚的杜卡莱宫(Palazzo Ducale)是复杂建筑的典型案例,目前的结构是几个世纪以来增加、修改和替换的结果。要理解如此复杂的建筑是非常困难的,大多数时候需要专门的培训。然而,这种理解也是认识冈萨加斯建筑群真正价值的必要工具,不仅在建筑上,而且在文化、历史和文献上。这个研究项目试图建立新的交流形式,使非专业的公众能够掌握冈萨加宫殿的复杂性。因此,有必要将成熟的语言与创新元素结合起来,使读者能够清晰、直接地阅读。塑模或塑料是完成这项任务的最佳工具之一。该模型通过将其委托给常见的视觉体验,使用易于理解的语言。因此,不需要像建筑图纸那样使用特殊的规定或专门的语言。塑料也是一个有趣的表面来表现其他主题。在这种情况下,模型允许获取两个级别的信息。首先,可以通过整体视图来识别建筑综合体的形状,即观察者的塑料,实际上只能通过空中到达。在圣乔治城堡、圣巴巴拉和多莫斯诺瓦的同一视野中,似乎不可能认出这个建筑群。第二个内容是通过模型表面的光映射给出的。几个世纪以来,宫殿的不同形态被投射到塑料上,让公众立即了解哪个建筑属于每个历史时期。另一个与塑料互补的交流工具是图像。图像作为一种投影形式在项目中扮演着重要的角色;它丰富了塑料提供的信息。在这个项目中,我们想通过三面墙上的大型投影来强调游客发现建筑历史演变的非凡体验。参观者被包围在一个虚拟的环境中。在中心,有塑料,所有的图像-电影都被投射在四周的墙上:它们为历史发展的故事增添了细节。整个大厅的布局,即环境内部的主要入口,想要强调体验的特殊性质,同时关注所描述的元素。完成交流项目的第三个要素是讲故事,它暗示了整个体验。因为传播是有效的,所以抛弃了纪录片的传播风格,采用第一人称的故事隐喻。每个游客都会感受到一个精心打造的角色在引导着他们,并真正得到了认同。这个被选中与总督府的发现一起出现的人物直接引出了贡萨加斯的历史。曼图亚的领主帕瑟里诺说,里纳尔多·博纳科尔西于1328年在坎格兰德·德拉·斯卡拉和冈萨加的路易吉·科拉迪组织的一场阴谋中被杀害。后者成为曼图亚的领主冈萨加将开始在这个城市出现。冈萨加人把帕西诺木乃伊保存在他的宫殿里,作为一种好运的护身符。选择帕瑟里诺作为向导,可以让你通过那些活着的人和“鬼魂”来讲述宫殿。它可以让冈萨加不是毫无保留地讲述,而是提供一些细节和轶事,使故事更加生动。这种选择也允许,甚至在构图层面,更大的自由能够移动,像一个影子,越过和进入宫殿。这种传播形式分为塑料,图像和视频,以及叙事,但需要一个历史基础和非常坚实的文件。帕瑟里诺的故事和公众的生活经历不是一个简单的休闲时刻,而是一个真正的教育事件。项目的多学科性在每个人的设计态度中得到了准确的认可,这些人对装置的定义做出了贡献。2016年5月,该研究项目在杜卡莱宫(Palazzo Ducale)的永久装置中得以实现。
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The Gonzagas' palace: Architecture of time. an interactive application for the discovery of the architectural history of Palazzo Ducale in Mantua
Palazzo Ducale in Mantua is an emblematic case of complex architecture, in which the current configuration is the result of centuries of additions, modifications and substitutions. The understanding of buildings with such a degree of complexity is very difficult and requires, most of the time, a specialized training. Nevertheless, this understanding is also the necessary tool to recognizing the real value, not only architectural but also cultural, historic and documentary of Gonzagas' complex. This research project tries to build new forms of communication that will enable the non-specialist public to grasp the complexity of the Gonzaga palace. So it is necessary to merge the well-established languages with innovative elements that allow a clear and immediate reading. The maquette or plastic is one of the tools that best accomplishes this task. The model speaks an easy to understand language, by entrusting it to the common visual experience. Therefore, there is no need to use special regulations or specialized languages as in the architectural drawing. The plastic is also an interesting surface to represent other themes. In this case, the model allows to acquire two levels of information. At first, it is possible to recognize the shape of the architectural complex through an overall view, that of the observer the plastic, which, in reality, is accessible only by air. It appears impossible to recognize the complex in the same view of the Castle of San Giorgio along with Santa Barbara and the Domus Nova. The second content is given by light-mapping on the surface of the model. The different configurations of the Palazzo during the centuries are projected onto the plastic to let public understand immediately which building belongs to each historical period. The other communication tool that complements the plastic is the imagery. The images play an important role in the project as a form of projection; it enriches the information supplied by the plastic. In this project, we want to emphasize the extraordinary experience of the visitor to the discovery of the historical evolution of the building through a large projection on three walls. The visitor is surrounded in a virtual environment. In the center, there is the plastic and all images-movies are projected on the perimeter walls: they add details to the story of the historical development. The layout of the entire hall, the main entrance to the inside of the environment, wants to emphasize the exceptional nature of the experience and, at the same time, focus on the described elements. The third element that completes the communication project is the story-telling that implies the whole experience. Because the communication is effective, it has abandoned communication style of the documentary, embracing the metaphor of the story in the first person. Each visitor will feel guided in the visit by a well-built character and really identified. The figure chosen to accompany the discovery of the Doge's Palace draws directly to the history of Gonzagas. Rinaldo Bonacolsi, said Passerino, lord of Mantua, was killed in 1328 in a conspiracy organized by Cangrande della Scala and Luigi Corradi from Gonzaga. They latter becomes the lord of Mantua and Gonzaga will start the presence in the city. The Gonzaga have preserved the Passerino mummy in his palace, as a kind of good luck charm. The choice of Passerino as a guide allows you to tell the Palace by those who lived in life and as a “ghost”. It allows to tell Gonzaga not aseptically, but rather to provide those details and anecdotes that make the story livelier. This choice also allows, even at a compositional level, greater freedom being able to move, like a shadow, over and into the palace. This form of communication, divided into plastic, images and video, and narrative, however, requires a historical base and very solid document. The story of Passerino and lived experience by the public is not a simple moment of leisure, but represents a true educational event. The multi-disciplinarity of the project is precisely recognized in the design attitude of each individual that contributed to the installation definition. This research project has been translated into reality through the realization of a permanent installation at Palazzo Ducale, which opened in May 2016.
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